{
int special = -1;
- if (game_status >= GAME_MODE_TITLE && game_status <= GAME_MODE_PSEUDO_PREVIEW)
+ if (game_status >= GAME_MODE_TITLE_INITIAL &&
+ game_status <= GAME_MODE_PSEUDO_PREVIEW)
special = game_status;
else if (game_status == GAME_MODE_PSEUDO_TYPENAME)
special = GFX_SPECIAL_ARG_MAIN;
fonts are cloned from this special font (like in the "Zelda" level set) */
for (i = 0; font_to_graphic[i].font_nr > -1; i++)
{
- int font_nr = font_to_graphic[i].font_nr;
- int special = font_to_graphic[i].special;
- int graphic = font_to_graphic[i].graphic;
+ int font_nr = font_to_graphic[i].font_nr;
+ int special = font_to_graphic[i].special;
+ int graphic = font_to_graphic[i].graphic;
if (IS_SPECIAL_GFX_ARG(special))
{
for (j = 0; font_to_graphic[j].font_nr > -1; j++)
{
- int font_nr2 = font_to_graphic[j].font_nr;
- int special2 = font_to_graphic[j].special;
- int graphic2 = font_to_graphic[j].graphic;
+ int font_nr2 = font_to_graphic[j].font_nr;
+ int special2 = font_to_graphic[j].special;
+ int graphic2 = font_to_graphic[j].graphic;
if (IS_SPECIAL_GFX_ARG(special2) &&
graphic2 == graphic_info[graphic].clone_from)
graphic_info[graphic].post_delay = -1;
graphic_info[graphic].auto_delay = -1;
graphic_info[graphic].align = ALIGN_CENTER; /* default for title screens */
+ graphic_info[graphic].valign = VALIGN_MIDDLE; /* default for title screens */
graphic_info[graphic].sort_priority = 0; /* default for title screens */
#if 1
graphic_info[graphic].auto_delay = parameter[GFX_ARG_AUTO_DELAY];
if (parameter[GFX_ARG_ALIGN] != ARG_UNDEFINED_VALUE)
graphic_info[graphic].align = parameter[GFX_ARG_ALIGN];
+ if (parameter[GFX_ARG_VALIGN] != ARG_UNDEFINED_VALUE)
+ graphic_info[graphic].valign = parameter[GFX_ARG_VALIGN];
if (parameter[GFX_ARG_SORT_PRIORITY] != ARG_UNDEFINED_VALUE)
graphic_info[graphic].sort_priority = parameter[GFX_ARG_SORT_PRIORITY];
}
IMG_BACKGROUND_ENVELOPE_4,
IMG_BACKGROUND,
+ IMG_BACKGROUND_TITLE_INITIAL,
IMG_BACKGROUND_TITLE,
- IMG_BACKGROUND_MESSAGE,
IMG_BACKGROUND_MAIN,
IMG_BACKGROUND_LEVELS,
IMG_BACKGROUND_SCORES,
sound_info[sound].volume = parameter[SND_ARG_VOLUME];
/* sound priority to give certain sounds a higher or lower priority */
- sound_info[sound].volume = parameter[SND_ARG_VOLUME];
+ sound_info[sound].priority = parameter[SND_ARG_PRIORITY];
}
static void InitSoundInfo()